Exercise equipment with interactive gaming component

ABSTRACT

Method and apparatus for encouraging significant exercise by a user of an exercise machine, by utilizing an interactive game that can be networked. The game controller is integrated into the exercise machine along with one or more sensors that supply interactive game inputs to the controller and also with one or more actuators that provide interactive game feedback output by the controller. For example, the sensors sense one or more of: an exercise rate, force, frequency, and repetition count; a button click, trigger squeeze, and joystick movement; a force on a steering wheel, handlebar, and flight stick; a tilting force; a key press, touch screen touch, and switch activation; sound, heat, smell, and moisture. For example, the actuators output from the controller game-related feedback including one or more of: vibration, impact force, movement, heat, cold, moving air, sound, visual effects, changes of exercise resistance and rate, scent and moisture.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims the benefit of U.S. Provisional PatentApplication No. 60/740,477 filed Nov. 29, 2005 by C. E. Mathis, andwhich is entirely incorporated by reference herein.

TECHNICAL FIELD OF THE INVENTION

The present invention relates to exercise devices and, more particularlyto said devices coupled with interactive games.

BACKGROUND OF THE INVENTION

Physical fitness requires exercise that works the muscles of one's body.Many people prefer to take their exercise in a controlled environmentsuch as indoors where inclement weather or unsuitable location don'tinterfere. Calisthenics, jazzercise, isometrics, weight lifting, and soon can be very effective forms of exercise, but for many people theytend to be uninteresting and/or too rigorous (e.g., high impactaerobics). In order to maintain interest and incentive for ongoingexercise, and in order to provide indoor equivalents of popular sports,a great variety of exercise machines/devices have been developed for useas fitness/exercise equipment. Examples include treadmills forwalking/running, stationary bicycles, stair steppers, ellipticaltrainers, rowing machines, and many more.

Although the various exercise machines provide variety in forms ofexercise activity, some desire more mental stimulation to encouragecontinued use, or to encourage more effective exercise. Some of this isprovided by programmable machines, for example a treadmill that variesthe speed and even the slope in order to simulate a cross-country run onvaried terrain.

Exercise videos have long been available to lead the exerciser ininteresting exercise routines, for example kick boxing. Recently thepopularity of video games has been utilized to enhance exercise byrequiring concentration for mental stimulation and introducingchallenging requirements such as certain exercising actions in responseto, or as control inputs for, an interactive video game.

The “Exerstation” by Powergrid Fitness of Laurel, Md. as seen atwww.powergridfitness.com is an “isometric home gym fitness machineutilizing ISOCOR™ technology (located in the alloy steel tube thatconnects the controller to the base) which measures how hard the user ispushing and pulling on the controller,” thereby using the whole body toplay a video game. According to their advertisement: “Push theExer-station controller in the direction you want your on-screencharacter to move. Two microprocessors translate the force into actualmovement in the game. The harder you push, the faster you go. TheExer-station uses 4 strain gauges to measure forces applied in the X andY axis. A new manufacturing technique was developed to integrate thesensor array inside the alloy steel tube that supports the controller.Two microprocessors are used to translate the pressure readings into ajoystick data stream that is compatible with all major video gameconsoles. An LCD status display shows total workout time, pounds lifted,and current effort level.” Instructions are given for adapting theExer-station outputs to make suitable video console joystick inputs fora variety of their action games such as car races and the like.

The Cateye Fitness Game Bike is sold online at www.videogamebikes.com byHealth Edutainment Corporation of Agoura Hills, Calif. They describe itas follows: “It is a revolutionary plug and play Video Gamebike thatfully controls every movement on the screen with your own bodymovements. Because the Game Bike is designed to serve as the Video GameController, when you pedal faster, the Bicycle, Car, Boat or Skier onscreen goes faster. Steering the bike's handlebar moves the object inthe direction that you are turning. These actions make the game evenmore realistic than using simply the game's controller. Over 70 SonyPlay Station Video Racing Games can be used to with this bike. Inaddition, you can also purchase for a nominal fee, an adapter which alsoallows this Game Bike to interface with Game Cube, X Box or a Computerand all of the Video Racing Games that you already own. A wireless videogame adapter is also available. If you purchase 2 bikes, then two peoplecan race against each other on screen. The Game Bike has 8 differentworkload levels. Two sizes are available; one for kids (3′6″ to 5′ tall,with a maximum weight of 250 pounds) and one for teens/adults (5′ to6′5″ tall with a maximum weight of 250 pounds).”

As with any form of entertainment, user expectations continue to rise asthe user becomes familiar with the current state of the art. An objectof the present invention is to push the envelope of game-type exerciseequipment by adding inventive features that make the games moreinteractive and thus more engaging for the user, thereby encouragingsignificant exercise by making the experience more enjoyable.

Another object is to overcome limitations of the prior art game exercisemachines wherein a game console and video display (e.g., television) arerequired external of the exercise machine. This is cumbersome outside ahome environment, especially in a commercial fitness center where manyexercise machines are concurrently in use and crowded into a limitedarea.

BRIEF SUMMARY OF THE INVENTION

According to the invention, an exercise-game machine, i.e., an exercisemachine combined with an interactive game component, comprises: anexercise machine; a display built into the exercise machine; one or moresensors attached to the exercise machine; and a game controller that iselectrically connected to the one or more sensors as inputs, and that iselectrically connected to the display as an output.

Further according to the invention, the game controller is preferablybuilt into the exercise machine.

Further according to the invention, preferably the one or more sensorsare selected from the group consisting of: an exercise rate sensor, anexercise force sensor, an exercise frequency sensor, an exerciserepetition counter, a push button, a trigger, a joystick, a steeringwheel, a handlebar, a flight stick, a tilt sensor, a keypad, a touchscreen, a switch, a sound detector, a temperature sensor, an odorsensor, and a moisture sensor; and also preferably the sensors areintegrated into the exercise machine.

According to the invention, the exercise-game machine further comprisesone or more actuators that are electrically connected to the gamecontroller as outputs, and that are actuatingly attached to the exercisemachine. Preferably the one or more actuators are selected from thegroup consisting of a vibrator, an impact force actuator, a movementactuator, a heating device, a cooling device, a fan, a speaker, adisplay screen, an exercise resistance adjuster, a motor, a moisturedispenser and a scent dispenser; and the actuators are integrated intothe exercise machine.

According to the invention, the exercise-game machine further comprises:a built-in audio player with suitable speaker/headphone, amplifier,controls, and provisions for loading and unloading removable media, ifany.

According to the invention, the exercise-game machine further comprisesprovisions for temporarily connecting external audio players to a soundsystem and/or power supply of the exercise-game machine.

According to the invention, the exercise-game machine further comprisesa communication connection between the game controller and a networkthat includes another game controller.

According to the invention, the exercise-game machine further comprisesretractable wheels that can be lowered to rollingly support theexercise-game machine, and that can be raised to transfer support tostationary feet.

According to the invention, the exercise-game machine further comprisesrollers on one of the front and rear support legs that rollingly supportone end of the exercise-game machine while the other of the front andrear support legs provides stationary support such that the stationarysupport leg must be raised to allow rolling movement of theexercise-game machine.

According to the invention, an exercise-game machine comprises: anexercise machine; an interactive game controller that is built into theexercise machine; and one or more actuators that are actuatinglyattached to the exercise machine and electrically connected to theinteractive game controller as outputs.

According to the invention, the exercise-game machine further comprises:one or more sensors that are sensingly attached to the exercise machineand electrically connected to the interactive game controller as inputs;wherein the one or more sensors are selected from the group consistingof: an exercise rate sensor, an exercise force sensor, an exercisefrequency sensor, an exercise repetition counter, a push button, atrigger, a joystick, a steering wheel, a handlebar, a flight stick, atilt sensor, a keypad, a touch screen, a switch, a sound detector, atemperature sensor, an odor sensor, and a moisture sensor; and thesensors are integrated into the exercise machine.

Further according to the invention, the one or more actuators areselected from the group consisting of: a vibrator, an impact forceactuator, a movement actuator, a heating device, a cooling device, afan, a speaker, a display screen, an exercise resistance adjuster, amotor, a moisture dispenser and a scent dispenser; and the actuators areintegrated into the exercise machine.

According to the invention, the exercise-game machine further comprisesa built-in audio player with suitable speaker/headphone, amplifier,controls, and provisions for loading and unloading removable media, ifany.

According to the invention, the exercise-game machine further comprisesprovisions for temporarily connecting external audio players to a soundsystem and/or power supply of the exercise-game machine.

According to the invention, the exercise-game machine further comprisesa communication connection between the game controller and a networkthat includes another game controller.

According to the invention, a method for encouraging use of an exercisemachine by utilizing an interactive game is disclosed, the methodcomprising the steps of: integrating an interactive game controller intothe exercise machine; sensingly attaching one or more sensors to theexercise machine and electrically connecting the one or more sensors tothe interactive game controller as interactive game inputs; andactuatingly attaching one or more actuators to the exercise machine andelectrically connecting the one or more actuators to the interactivegame controller as interactive game feedback outputs.

According to the invention, the method further comprises the step ofusing the one or more sensors to sense and input to the controller oneor more of: an exercise rate, an exercise force, an exercise frequency,an exercise repetition count, a button click, a trigger squeeze, ajoystick movement, force on a steering wheel, force on a handlebar,force on a flight stick, a tilting force, a key press, a touch screentouch, a switch activation, sound, heat, smell, and moisture.

According to the invention, the method further comprises the step ofusing the one or more actuators to output from the controllergame-related feedback including one or more of vibration, impact force,movement, heat, cold, moving air, sound, visual effects, changes ofexercise resistance, changes of exercise rate, scent and moisture.

According to the invention, the method further comprises the step ofcommunicatingly connecting the game controller with a network thatincludes another game controller.

Other objects, features and advantages of the invention will becomeapparent in light of the following description thereof.

BRIEF DESCRIPTION OF THE DRAWINGS

Reference will be made in detail to preferred embodiments of theinvention, examples of which are illustrated in the accompanying drawingfigures. The figures are intended to be illustrative, not limiting.Although the invention is generally described in the context of thesepreferred embodiments, it should be understood that it is not intendedto limit the spirit and scope of the invention to these particularembodiments.

Certain elements in selected ones of the drawings may be illustratednot-to-scale, for illustrative clarity. The cross-sectional views, ifany, presented herein may be in the form of “slices”, or “near-sighted”cross-sectional views, omitting certain background lines which wouldotherwise be visible in a true cross-sectional view, for illustrativeclarity.

Elements of the figures can be numbered such that similar (includingidentical) elements may be referred to with similar numbers in a singledrawing. For example, each of a plurality of elements collectivelyreferred to as 199 may be referred to individually as 199 a, 199 b, 199c, etc. Or, related but modified elements may have the same number butare distinguished by primes. For example, 109, 109′, and 109″ are threedifferent elements which are similar or related in some way, but havesignificant modifications. Such relationships, if any, between similarelements in the same or different figures will become apparentthroughout the specification, including, if applicable, in the claimsand abstract.

The structure, operation, and advantages of the present preferredembodiment of the invention will become further apparent uponconsideration of the following description taken in conjunction with theaccompanying drawings, wherein:

FIG. 1 is a perspective view of a user on a first embodiment of anexercise-game machine with transport wheels raised off the floor,according to the invention;

FIG. 2 is a top view of the exercise-game machine of FIG. 1 according tothe invention;

FIG. 3 is a side view of the exercise-game machine of FIG. 1 but withthe transport wheels lowered to rollingly support the machine accordingto the invention;

FIG. 4A is a display face view of a display and I/O panel portion of theexercise-game machine of FIG. 1 according to the invention;

FIG. 4B is a detail view of a handgrip of the exercise-game machine ofFIG. 1 according to the invention;

FIG. 5 is a perspective view of the exercise-game machine of FIG. 1 withselected external surfaces made transparent for a view of internalcomponents according to the invention;

FIG. 6 is a top view of the exercise-game machine of FIG. 5 according tothe invention;

FIG. 7 is a side view of the exercise-game machine of FIG. 5 accordingto the invention;

FIG. 8 is a perspective view of a second embodiment of an exercise-gamemachine with selected external surfaces made transparent for a view ofinternal components according to the invention;

FIG. 9 is a side view of the exercise-game machine of FIG. 8 but withspeakers attached to the top of the seatback, and with a variantarrangement of drive components according to the invention; and

FIG. 10 is a top view of the exercise-game machine of FIG. 9 accordingto the invention.

DETAILED DESCRIPTION OF THE INVENTION

The overall concept of this invention is to integrate (build in) aninteractive gaming component with exercise and/or fitness equipment(machines). At the very least, this provides an entertaining diversion,and if well implemented adds incentive to exercising by making it morefun.

The interactive gaming component can be as simple as a standard videogame with a display and hand controls built into the machine. This wouldfunction as an entertaining diversion unrelated to the exerciseactivity. In it's best form, however, the invention correlates the gameto the exercise and therefore uses input from the machine such asexercise rate (e.g., pedaling speed) to control a game activity, andoutputs game-related feedback to the user such as exercise resistancechanges (e.g., pedal resistance) and even sensory virtual realityeffects such as vibration, tilt, impact, fan generated “wind”, soundeffects, seat temperature, etc. Thus, for example, the user is on anexercise bicycle (e.g., 10, 10′) which controls a virtual bicycle in arace shown real-time on a monitor screen 36, the user providing bothpedaling speed and steering for the virtual bike through the pedals 16and handgrips 20 of the actual exercise bike/machine 10, 10′.

Through network communication connections (e.g., wired 44, wireless 66),the user can even compete in real time with other exercise machine usersin the same fitness center or in remote locations via internetconnectivity. Furthermore, the competing users can be on different typesof game-exercise machines 10, 10′ since the game and game controller 52are preferably adaptable to work with the different machine types. Evenfurther, it is possible to compete between a user on a game-exercisemachine 10, 10′ and another user that is playing the same or relatedgame on a non-exercise machine, for example on a commercial game consoleconnected to a television display and a handheld joystick.

The game activity does not have to be directly related to the type ofexercise machine. For example, a virtual fighter could swing a sword,run, jump etc. with the nature of the activity being selected by a setof push buttons 32 on the machine handgrip(s) 20, while the speed,frequency, and/or force of the sword blows; the running speed; thejumping distance/height, and the like being controlled by the user'sexercising speed; and the virtual direction can be controlled by athumb-operated joystick 34 on the handgrip 20 or even by directed forceapplied to the handgrip 20 itself. In another example, a leg-lift weighttraining machine (not illustrated) uses the frequency, timing, height,and/or duration of the lift to control virtual activities in a fightinggame. Given this teaching, game designers and fitness experts should beable to develop a wide variety of integrated game-exercise machinecombinations according to this invention.

The illustrated embodiment is a recumbent bicycle exercise machine 10,10′, shown in two of many possible forms, a first variety 10 beingillustrated in FIGS. 1-7 and a second variety 10′ being illustrated inFIGS. 8-10. Given the teachings herein, it should be apparent that theinventive concept can be applied to a wide range of fitness/exercisemachines; for example, but not limited to: stationary bike, treadmill,stair stepper, rowing machine, elliptical, Nordic ski simulator,specific muscle training machines, etc. For each machine, theinteractive gaming component can be adapted to a corresponding sport oractivity, and/or the various game inputs and outputs can be suitablyadapted to a desired game.

In general, the interactive gaming component being integrated with anexercise machine comprises:

-   -   Computer/game controller    -   Inputs from the user (e.g., sensors on the equipment including        user-manipulated controls)    -   Game outputs (feedback) to the user (e.g., visual, audible,        sensory)    -   Accessories (e.g., music player, multi-user interaction)

Referring now to FIGS. 1-7, a first embodiment of the inventiveexercise-game machine 10 is an enhanced recumbent bicycle exercisemachine. As in a standard recumbent bicycle exercise machine, theexercise-game machine 10 has a frame 14 mounted on floor stand feet 26that extend laterally to prevent tipping over. A seat 12 having at leasta seat bottom 24 and preferably a seatback 22 is mounted on the top rearof the frame 14, preferably with some standard form of fore-aft and/orheight adjustment capability. Bicycle pedals 16 are appropriatelymounted on the frame 14 and attached to a flywheel 58 with an associatedbraking/resistance mechanism 56 that is adjustable for increasing anddecreasing the amount of pedaling resistance. Finally, hand grips 20 areprovided for the user, mounted on the seat 12 as shown or mountedelsewhere (e.g., as a handlebar 20).

Inventive additions to the recumbent bicycle fitness machine 10, 10′comprise interactive game components including a display 18 mounted onthe front of the frame 14 at a position suitable for easy viewing by theuser; one or more pushbuttons 32 positioned in the handgrips 20 for easyactuation by the user's fingertip(s), a joystick 34 positioned for thumbactuation (optionally replaced on one or both handgrips 20 by a triggerbutton 34); input/output (I/O) devices 46, 48 in the seat back 22 andseat bottom 24, respectively; a controller 52 (including the functionsof a game console); a pedal speed sensor/motor 54; electronicallycontrolled brake/resistance control 56; and a wireless LAN interface 66.The display 18 has, for example, a color monitor screen 36 that may alsobe a touchscreen; a keypad and/or keyboard and/or push buttons 38;miscellaneous I/O 40 (e.g., switches, buttons, indicator lights,speaker, mike, fan, scent emitter, etc.); and optionally a CD or DVDplayer 42 for music, video, and/or game storage and playing. Cartridges,removable memory devices, and removable playback units (MP3, CD player,etc.) may also be connected via the player 42. More details are providedhereinbelow.

An added convenience feature for exercise machines like the illustratedrecumbent bicycle 10 is a set of retractable wheels 28 (e.g., two orthree on each side of the frame 14) that are controlled by a manuallever 30. When the machine 10 is to be used, the lever 30 is turned toretract/raise the wheels 28 such that the machine 10 is supported onstationary front and back feet 26 as shown in FIGS. 1 and 7. In order toeasily roll the machine 10 to a different location, the lever 30 isturned to lower/extend downward the wheels 28 such that the machine 10is lifted off of the front and back feet 26 and is rollingly supportedby the free-rolling retractable wheels 28, as shown in FIG. 3. A variantof this convenience feature is shown in FIGS. 8-10 which illustrate asecond embodiment of a recumbent bicycle type of exercise-game machine10′ according to the invention. The second machine 10′ utilizes rollers62 on the front one of the legs 26, such that to move the machine 10′, aperson would lift the back end of the frame 14 (e.g., by the back one ofthe legs 26) and push or pull the machine 10′ as it rolls on the rollers62.

FIGS. 8-10 also show some other forms of the interactive game component.A plug cable 44 is a power cord and/or a wired LAN cable (e.g.,Ethernet), and/or a plug cable for connecting external devices (an audioplayer, for example) to the exercise-game machine 10, 10′. FIGS. 9-10show speakers 60 mounted above the seat back 22 for stereo sound audiblegame output/feedback, and/or for entertainment music output (e.g., froma music CD player 42). FIGS. 8 and 10 show a multiple button 32implementation in the handgrips 20 (e.g., buttons for the first andsecond fingers of each hand). FIGS. 8-9 show arrangements and forms ofthe pedal speed sensor/motor 54, flywheel 58, brake/resistance control56, and pedals 16 that are different from those shown in FIGS. 1-7.

With reference to the recumbent bicycle exercise-game machineembodiments 10, 10′ illustrated in the drawings, the interactive gamecomponents added to the exercise machine have the following exemplarydetails:

Computer/game controller/console 52: This could be anything from astandard video game box with game cartridges, to a customized computerwith LAN 44, WI/FI 66, and/or internet connections 44, 66. Thecontroller 52 is preferably located in or attached to an individualexercise-game machine 10, 10′, but could also be remotely located, suchas a central control computer 52 networked to multiple machines 10, 10′in a fitness center, each exercise-game machine 10, 10′ having an I/Obox for directing the input signals and output signals to/from sensors,actuators and the like.

User inputs (to the controller 52) include, for example: the pedal speedsensor 54; push buttons 32 and/or triggers 34 and/or thumb-operatedjoysticks 34 built into the handgrip(s) 20; force sensors 46, 48 todetect direction and/or magnitude of force applied to thehandgrips/handlebar/steering wheel 20 and/or seat bottom 24 and seatback 22 (effectively making any of them into a joystick, a steeringbar/wheel, a bike tilt detector, a flight stick, an isometric forcedetector, and so on); a microphone 40 or 60 for detecting voice commandsand other sounds; a temperature sensor (e.g., 48), an odor sensor (e.g.,60), a moisture sensor (e.g., 48), etc. Auxiliary inputs include, forexample, the keypad/keyboard 38, a touch screen 36, buttons, switches,and the like 40 that are associated with general game controls andlikely located in or nearby the video display screen/monitor 36. Innon-bicycle embodiments of the present invention, the “pedal speedsensor 54” is a comparable detector (measurer, sensor) of exerciseeffort and/or action achievement (e.g., force, rate, speed, frequency,repetition count, tilt angle, etc.). For example, the sensor 54 couldmeasure: isometric force level, Nordic ski midpoint horizontal speed orcycle frequency, rowing cycle frequency, and the like.

In general, inputs from the exercise machine 10, 10′ are supplied by“sensors” that are sensingly attached to suitable parts of the machine10, 10′ and which are electrically connected (by wires 50, or wirelesstransmission, for example) to input ports of the controller 52. Thesensors detect and/or measure events, effects and actions occurringoutside the controller 52 and thus include things like a rotationalspeed sensor, microphone, pushbutton and so on. Preferably the sensorsare built-in, i.e., integrated with the exercise machine 10, 10′ ratherthan temporarily attached.

Feedback outputs (from the controller 52) include, for example: visualimages/video on a display screen 36; exercise resistance control 56(e.g., magnetic resistance or physical brake force applied to a pedaledwheel 58); effects on speed (e.g., motor 54); vibration, tilt/movement,impact/bump actuators 46, 48; “wind” generated by a fan (e.g., 40),optionally heated or cooled; seat temperature heating or cooling (e.g.,46, 48); lamp heating (e.g., 40); sounds from a speaker 60 (which can beheadphones); moisture dispensers (e.g., 40), scent dispensers (e.g.,40), etc. In a deluxe embodiment, a closed-box “simulator” can provide avirtual reality total immersion environment that requires one or morephysical activities (exercise) yielding user inputs to the experience.

In general, outputs from the controller 52 are supplied by output portsthat are electrically connected (by wires 50, or wireless transmission,for example) to “actuators” that are actuatingly attached to suitableparts of the exercise machine 10, 10′. The actuators exert physicaleffects on the machine 10, 10′ and the user, and thus include thingssuch as a display 36, a motor 54, a fan 40, a speaker 60 and the like.Preferably the actuators are built-in, i.e., integrated with theexercise machine 10, 10′ rather than temporarily attached.

Accessories include, for example, audio (e.g., music) players,speaker(s), and/or headphones—built-in and/or provisions for plugging-inexternal devices, possibly supplied by the user. For example, a built-inCD player 42 is illustrated. Audio players 42 include, for example, CD,cassette and MP3 players, radios, etc. Appropriate player controls areprovided, and for players 42 with removable media (e.g., CD) thenprovisions are made for the user to load/unload the media. For example,provisions are made for temporarily connecting external audio players tothe power and/or sound system of the exercise-game machine 10, 10′.Provisions include a pigtail plug-cord 44 for temporarily plugging intothe headphone jack of a user's portable audio player such that theplayer's audio output is played through headphones, or amplified andbroadcast by premium speakers 60 built into the fitness machine 10, 10′.A suitable shelf or pocket 42 would also be provided for holding theportable player, and power could also be provided, for example with a 12volt DC “cigarette lighter” jack and/or a 120 volt AC receptacle.

Although the invention has been illustrated and described in detail inthe drawings and foregoing description, the same is to be considered asillustrative and not restrictive in character—it being understood thatonly preferred embodiments have been shown and described, and that allchanges and modifications that come within the spirit of the inventionare desired to be protected. Undoubtedly, many other “variations” on the“themes” set forth hereinabove will occur to one having ordinary skillin the art to which the present invention most nearly pertains, and suchvariations are intended to be within the scope of the invention, asdisclosed herein.

1. An exercise-game machine being an exercise machine combined with an interactive game component, the exercise-game machine comprising: an exercise machine; a display built into the exercise machine; one or more sensors attached to the exercise machine; and a game controller that is electrically connected to the one or more sensors as inputs, and that is electrically connected to the display as an output.
 2. The exercise-game machine of claim 1, wherein: the game controller is built into the exercise machine.
 3. The exercise-game machine of claim 1, wherein: the one or more sensors are selected from the group consisting of: an exercise rate sensor, an exercise force sensor, an exercise frequency sensor, an exercise repetition counter, a push button, a trigger, a joystick, a steering wheel, a handlebar, a flight stick, a tilt sensor, a keypad, a touch screen, a switch, a sound detector, a temperature sensor, an odor sensor, and a moisture sensor; and the sensors are integrated into the exercise machine.
 4. The exercise-game machine of claim 1, further comprising: one or more actuators that are electrically connected to the game controller as outputs, and that are actuatingly attached to the exercise machine.
 5. The exercise-game machine of claim 4, wherein: the one or more actuators are selected from the group consisting of a vibrator, an impact force actuator, a movement actuator, a heating device, a cooling device, a fan, a speaker, a display screen, an exercise resistance adjuster, a motor, a moisture dispenser and a scent dispenser; and the actuators are integrated into the exercise machine.
 6. The exercise-game machine of claim 1, further comprising: a built-in audio player with suitable speaker/headphone, amplifier, controls, and provisions for loading and unloading removable media, if any.
 7. The exercise-game machine of claim 1, further comprising: provisions for temporarily connecting external audio players to a sound system and/or power supply of the exercise-game machine.
 8. The exercise-game machine of claim 1, further comprising: a communication connection between the game controller and a network that includes another game controller.
 9. The exercise-game machine of claim 1, further comprising: retractable wheels that can be lowered to rollingly support the exercise-game machine, and that can be raised to transfer support to stationary feet.
 10. The exercise-game machine of claim 1, further comprising: rollers on one of the front and rear support legs that rollingly support one end of the exercise-game machine while the other of the front and rear support legs provides stationary support such that the stationary support leg must be raised to allow rolling movement of the exercise-game machine.
 11. An exercise-game machine comprising: an exercise machine; an interactive game controller that is built into the exercise machine; and one or more actuators that are actuatingly attached to the exercise machine and electrically connected to the interactive game controller as outputs.
 12. The exercise-game machine of claim 11, further comprising: one or more sensors that are sensingly attached to the exercise machine and electrically connected to the interactive game controller as inputs; wherein the one or more sensors are selected from the group consisting of: an exercise rate sensor, an exercise force sensor, an exercise frequency sensor, an exercise repetition counter, a push button, a trigger, a joystick, a steering wheel, a handlebar, a flight stick, a tilt sensor, a keypad, a touch screen, a switch, a sound detector, a temperature sensor, an odor sensor, and a moisture sensor; and the sensors are integrated into the exercise machine.
 13. The exercise-game machine of claim 11, wherein: the one or more actuators are selected from the group consisting of: a vibrator, an impact force actuator, a movement actuator, a heating device, a cooling device, a fan, a speaker, a display screen, an exercise resistance adjuster, a motor, a moisture dispenser and a scent dispenser; and the actuators are integrated into the exercise machine.
 14. The exercise-game machine of claim 11, further comprising: a built-in audio player with suitable speaker/headphone, amplifier, controls, and provisions for loading and unloading removable media, if any.
 15. The exercise-game machine of claim 11, further comprising: provisions for temporarily connecting external audio players to a sound system and/or power supply of the exercise-game machine.
 16. The exercise-game machine of claim 11, further comprising: a communication connection between the game controller and a network that includes another game controller.
 17. A method for encouraging use of an exercise machine by utilizing an interactive game, the method comprising the steps of: integrating an interactive game controller into the exercise machine; sensingly attaching one or more sensors to the exercise machine and electrically connecting the one or more sensors to the interactive game controller as interactive game inputs; and actuatingly attaching one or more actuators to the exercise machine and electrically connecting the one or more actuators to the interactive game controller as interactive game feedback outputs.
 18. The method of claim 17, further comprising the step of: using the one or more sensors to sense and input to the controller one or more of: an exercise rate, an exercise force, an exercise frequency, an exercise repetition count, a button click, a trigger squeeze, a joystick movement, force on a steering wheel, force on a handlebar, force on a flight stick, a tilting force, a key press, a touch screen touch, a switch activation, sound, heat, smell, and moisture.
 19. The method of claim 17, further comprising the step of: using the one or more actuators to output from the controller game-related feedback including one or more of vibration, impact force, movement, heat, cold, moving air, sound, visual effects, changes of exercise resistance, changes of exercise rate, scent and moisture.
 20. The method of claim 17, further comprising the step of: communicatingly connecting the game controller with a network that includes another game controller. 